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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Bixies low fantasy Homm6
Thread: Bixies low fantasy Homm6 This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted November 16, 2009 07:12 AM

Perhaps we (or biyie ) should go into soem gameplay and faction DETAILS now. What about magic and skill system etc. ?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 18, 2009 11:50 AM

majic, i thought, would only apply to the magical side, to the spiritual side. all magic related skills will fall onto this side of hero, whilst all the stuff to do with warfare (attack, defense etc etc) would fall onto the might hero, who will also have access to tactics.

tactics are a combination of buffs and debuffs for units, allowing them to fulfil different role. for example, Defense formation means a boost in defense but a drop in movement speed, whilst Dual weild means a drop in defense but a raise in attack.

each faction have their own list of tactics and spells (eight in total), three of which are universal:

tactics
Defensive formation (def+, spd-)
Dual weild (atk+, def-)
marching orders (spd+, atk-)

spells
Heal (heals units by a certain amount)
Curse (-morale and luck)
mystic weapon (summons a mystical weapon to use as you will (living weapon, usually a sword from the various factions))

all spells and tactics can be purchased from the generals house's and the shrine respectively. all spells and tactics are available from the get go, but can only be purchased once a week, and the longer you wait, the more powerful they are.

both have a power source that is in coleration to the amount of troops you have. Tactics depend on the morale of each unit, if the morale is at a certain level, then they are able to use the tactic. Spells depend on mana, which is generated by the level of the unit.

again, if anyone has any faults with this, I am more than happy to change it around so it works.  
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Jiriki9
Jiriki9


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Altar Dweller
posted November 18, 2009 07:22 PM

Dual wield seems a bit too specified on weapon-wielders (wahta bout cats etc...?)

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Jiriki9
Jiriki9


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posted November 18, 2009 07:28 PM

You meant thsi formations as spell-like used in comabt or what?

and what about offensive formation or berserk intead of dual wield.

yet berserk could be a tactic for the nordic faction (+att, + spd, moral allways positive, + ini; ---def, unit is no longer under your control and has a chance to attack the nearest unit even if its friendly)

Also a tactric for the carthans(mainly): turtle formation. No movement, but strong defense+, ranged attack have a high chance to completely miss.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 18, 2009 09:15 PM

Quote:
You meant thsi formations as spell-like used in comabt or what?

and what about offensive formation or berserk intead of dual wield.

yet berserk could be a tactic for the nordic faction (+att, + spd, moral allways positive, + ini; ---def, unit is no longer under your control and has a chance to attack the nearest unit even if its friendly)

Also a tactric for the carthans(mainly): turtle formation. No movement, but strong defense+, ranged attack have a high chance to completely miss.



tactics are spell-like things to be used in combat. think of them as similar to homm5 shouts.

as for the suggestions, yeah, you pipped me to the post in placing the obvious ones to factions.

others could include "Raiding party" for the Asrin (allows for gold to be taken on killing an opponent), "bushido" for the Jangsin (unit never has low morale, but must always fight in close combat), "Marked for death" for the numador (enemy unit takes more damage against your own units) etc etc.
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Jiriki9
Jiriki9


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posted November 23, 2009 11:37 AM

Still, dual wield, seems to specified for me.

Would there  be "Commandment-points" or so, representing mana or would it be done by allways giving soem penalties on contrary to the bonuses?

Can there be double-used tactics?
Some could be:

Combined Attack [Could do for several factions]
Protect Ally [Carthans, Lyrians]
Maneuver [maybe Carthan, maybe Tarakee] (gives the unit the ability "maneuver" from Homm5)

you could do the letter for some unit abilities.
-Merciless->Cleave;
-etc.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 23, 2009 12:34 PM

Quote:
Still, dual wield, seems to specified for me.

Would there  be "Commandment-points" or so, representing mana or would it be done by allways giving soem penalties on contrary to the bonuses?



yeah, but it all relies on morale. the morale determines whether a unit can do those tactics. and thus, you need to keep the morale boosted through returning to towns, having songs, and not robbing graves.

Quote:

Can there be double-used tactics?
Some could be:

Combined Attack [Could do for several factions]
Protect Ally [Carthans, Lyrians]
Maneuver [maybe Carthan, maybe Tarakee] (gives the unit the ability "maneuver" from Homm5)

you could do the letter for some unit abilities.
-Merciless->Cleave;
-etc.


yeah, ok.

the break down of tactics in towns could be

3 universal ones
3 faction specific one with various effects
2 ones that can be found in other factions.

the latter bit I'm not to sure on.
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Jiriki9
Jiriki9


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posted November 23, 2009 01:15 PM
Edited by Jiriki9 at 15:03, 03 Feb 2010.

that would be good

I'll be so impudent to have an attempt for the ones usuable for more than one faction. Since every faction has 2, they could have each 1 faction to share it with.
To visualize it, we can just put tehm in an order:

Jangsin <-> Carthans <-> Lyrians <-> Ruska <-> Norse <-> Numador <-> Tarakee <-> Asrin <-> Jangsin

than you can make either 2-nation or 3-nation bonds
as you can see, 3-nation bonds makes less abilities and more interfactional matches.

Jangsin-Carthan:
Carthan-Lyrian: Protect Ally
Lyrian-Ruska:
Ruska-Norse:
Norse-Numador: Battle Rage (+for damage, ini and speed; -defense)
Numador-Tarakee: Skirmish (makes unit capable of passing through small units (either friendly or hostile, yet getting damage from the latter) and some small obstacles)
Tarakee-Asrin:
Asrin-Jangsin: Maneuver (The unit gains the comabt ability with the same name, beign able to avoid close contact to enemies)

Jangsin-Carthan-Lyrian:
Carthan-Lyrian-Ruska:
Lyrian-Ruska-Norse:
Ruska-Norse-Numador: Battle Rage (+for damage, ini and speed; -defense)
Norse-Numador-Tarakee: Skirmish (makes unit capable of passing through small units (either friendly or hostile, yet getting damage from the latter) and some small obstacles)
Numador-Tarakee-Asrin:
Tarakee-Asrin-Jangsin: Maneuver (The unit gains the comabt ability with the same name, beign able to avoid close contact to enemies)

...I'll continue later on, I'm in university now...

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted November 24, 2009 11:28 AM

I like the set up.

now onto the creative bit...

(brain has failed to work brb)
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Berny-mac
Berny-mac


Promising
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Lord Vader
posted February 24, 2010 09:21 PM

Hey Bix. You do know that low fantasy is primarily supposed to occur on Earth...you know...reality. The rest is fine, but you may want to furnish that part out.
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MattII
MattII


Legendary Hero
posted February 25, 2010 12:35 AM
Edited by MattII at 00:35, 25 Feb 2010.

Low fantasy doesn't have to based on earth any more than hard science-fiction, it just means removing the excessively unrealistic elements like magic and goblins and things (not necessarily elves or dwarves though, both groups could be rendered as subspecies of homo-sapiens).

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Berny-mac
Berny-mac


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Lord Vader
posted February 25, 2010 12:37 AM

Primarily supposed to occur on Earth
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MattII
MattII


Legendary Hero
posted February 25, 2010 01:20 AM

Again, no, low fantasy =/= reality, the two only cross over inasmuch as magic isn't used, and that humans are the main protagonists.

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Berny-mac
Berny-mac


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Lord Vader
posted February 25, 2010 01:23 AM

You aren't understanding me. Typically, aka, usually, it is on Earth, but not 100% of the time.
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MattII
MattII


Legendary Hero
posted February 25, 2010 01:37 AM

Quote:
...primarily supposed to occur on Earth


I'm understanding you perfectly, maybe 'you' should go back and read what you said.

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Berny-mac
Berny-mac


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Lord Vader
posted February 25, 2010 01:40 AM

perhaps you would be so kind as to educate me?
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MattII
MattII


Legendary Hero
posted February 25, 2010 02:46 AM

Look at the short quote I provided. There is no 'supposed to' about it, some low fantasy stories occur on Earth, some don't, but putting 'supposed to' in indicates that there is a right and a wrong way of doing things, and there isn't.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 25, 2010 09:16 AM

for both Berny Mac and MattII

Thankyou for taking an interest in this thread.

the Low fantasy universe that has particularly inspired me is the Conan mythos. It doesn't take place on earth, but it doesn't have excessive fantasy elements like goblins, orcs and elves.

another universe that has influenced me is the game Folklore. during the day, there are humans and so-on, whilst during the night, the creatures of mythology come out to play.

this game does not take place on earth, but a psuedo-earth of Mashu.


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Berny-mac
Berny-mac


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Lord Vader
posted February 26, 2010 12:27 AM

MattII, I did not say it had to be on Earth, but a large quantity of these low fantasy tales do occur on Earth. Now should Bixie's low fantasy game occur on a primary world, but not like a Middle Earth type world (you know what I mean), then it can be considered low fantasy.
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Jiriki9
Jiriki9


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posted February 26, 2010 01:38 AM

...so maybe the phrase "low fantasy" is not 100% correctly used here... WHO CARES? ...instead of debating bout that you could give constructive ideas...

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